package com;

/*
* 坦克类
* */

import java.awt.*;
import java.awt.event.KeyEvent;
import java.util.List;
import java.util.Random;

public class Tank {
    //控制两个方向
    public static final int XSPEED = 5;
    public static final int YSPEED = 5;

    public static final int WIDTH = 30;
    public static final int HEIGHT = 30;
    private  int oldx , oldy;

    private boolean live = true;
    private boolean list;

    public int getLife() {
        return life;
    }

    public void setLife(int life) {
        this.life = life;
    }

    private int life = 100;

    TankClient tc;

    private boolean good;

    private  int x , y;

    //随机数产生器只要一个就行了
    private static  Random r = new Random();

    //增加方向
    private boolean bL = false, bU = false , bR =false , bD = false;

    public boolean getList() {
        return list;
    }


    enum Direction{ L, LU ,U ,RU , R, RD, D, LD,STOP };  //八个方向，

    private Direction dir = Direction.STOP;   // 结束的方向
    private Direction prDir = Direction.D;    //炮筒

    private int step = r.nextInt(12) + 3;



    public Tank(int x,int y, boolean good){
        this.x = x;
        this.y = y;
        this.oldx = x;
        this.oldy = y;
        this.good = good;
    }

    public Tank(int x,int y, boolean good,Direction dir, TankClient tc){
         this(x,y,good);
         this.dir = dir;
         this.tc = tc;
    }

    //设置坦克数量多少根据自己的玩法计数剩余的坦克
    public void draw(Graphics g){
        if (!live){
            if (!good){

                tc.tanks.remove(this);
            }
            return;
        }

        //这里设置玩家的坦克和电脑自定义的坦克颜色不同
        Color c  =g.getColor();
        if (good)g.setColor(Color.BLUE);  //坦克颜色
        else g.setColor(Color.MAGENTA);
        g.fillOval(x,y,WIDTH,HEIGHT);
        g.setColor(c);

        //判断炮筒方向跟着八个方向翻转的时候一样
        switch (prDir){
            case L:
                 g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2  ,x , y + Tank.HEIGHT/2);
                break;
            case LU: //左上
                g.drawLine(x + Tank.WIDTH/2, y +Tank.HEIGHT/2 ,x , y);
                break;
            case U:  //上
                g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2 ,x  + Tank.WIDTH/2, y);
                break;
            case RU: //右上
                g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT /2,x +Tank.WIDTH, y );
                break;
            case R:  //右
                g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2 ,x +Tank.WIDTH, y + Tank.HEIGHT/2);
                break;
            case RD: //右下
                g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2 ,x + Tank.WIDTH, y + Tank.HEIGHT);
                break;
            case D: //下
                g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2 ,x + Tank.WIDTH/2 , y + Tank.HEIGHT);
                break;
            case LD: //左下
                g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2 ,x , y + Tank.HEIGHT);
                break;
            }

        move();
    }

    void move(){

        this.oldx = x;
        this.oldy = y;

        switch (dir){
            case L:  //左边
                x -= XSPEED;
                break;
            case LU: //左上
                x -= XSPEED;
                y -= YSPEED;
                break;
            case U:  //上
                y -= YSPEED;
                break;
            case RU: //右上
                x += XSPEED;
                y -= YSPEED;
                break;
            case R:  //右
                x += XSPEED;
                break;
            case RD: //右下
                x += XSPEED;
                y += YSPEED;
                break;
            case D: //下
                y += YSPEED;
                break;
            case LD: //左下
                x -= XSPEED;
                y += YSPEED;
                break;
            case STOP: //结束
                break;
        }
        if (this.dir != Direction.STOP){
            this.prDir = this.dir;
        }
        //这里判断坦克不出框外
        if (x < 0) x = 0;
        if (y < 30) y = 30;
        if (x + Tank.WIDTH > TankClient.GAME_WIDTH) x = TankClient.GAME_WIDTH - Tank.HEIGHT;
        if (y + Tank.HEIGHT > TankClient.GAME_HEIGHT)y = TankClient.GAME_HEIGHT - Tank.HEIGHT;

        //判断随机数数据产生的不同  判断其他坦克有次序的行动
        if (!good){
            Direction[] dirs = Direction.values();
            if (step == 0){
                step = r.nextInt(12)+3;
                int rn = r.nextInt(dirs.length);
                dir = dirs[rn];
            }
            step --;
          if (r.nextInt(40)>38) this.fire();
          }
    }

    private  void  stay(){
        x = oldx;
        y = oldy;
    }


    public void keyPressed(KeyEvent e){
        int key = e.getKeyCode();
        switch (key){

            case KeyEvent.VK_LEFT:     //左边
                bL = true;
                break;
            case KeyEvent.VK_UP:        //上边
                bU = true;
                break;
            case KeyEvent.VK_RIGHT:     //右边
                bR = true;
                break;
            case KeyEvent.VK_DOWN:      //下边
                bD = true;
                break;
        }
        locateDiection();
    }

    //设置定制方向  左 右 上 下 左上 右上 左下 右下
    void locateDiection (){
        if (bL && !bU && !bR && !bD) dir = Direction.L;
        else if (bL && bU && !bR && !bD) dir = Direction.LU;
        else if (!bL && bU && !bR && !bD) dir = Direction.U;
        else if (!bL && bU && bR && !bD) dir = Direction.RU;
        else if (!bL && !bU && bR && !bD) dir = Direction.R;
        else if (!bL && !bU && bR && bD) dir = Direction.RD;
        else if (!bL && !bU && !bR && bD) dir = Direction.D;
        else if (bL && !bU && !bR && bD) dir = Direction.LD;
        else if (!bL && !bU && !bR && !bD) dir = Direction.STOP;
    }

    public void keyReleased(KeyEvent e) {
        int key = e.getKeyCode();
        switch (key){
            case KeyEvent.VK_CONTROL:
                fire();
                break;
            case KeyEvent.VK_LEFT:     //左边
                bL = false;
                break;
            case KeyEvent.VK_UP:        //上边
                bU = false;
                break;
            case KeyEvent.VK_RIGHT:     //右边
                bR = false;
                break;
            case KeyEvent.VK_DOWN:      //下边
                bD = false;
                break;
            case KeyEvent.VK_A:
                superFire();
                break;
        }
        locateDiection();
    }

    public Missile fire(){
        if (!live) return null;
        int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;
        int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;
        Missile m = new Missile(x , y ,good, prDir, this.tc);   //把坦克的方向传给子弹
        tc.missiles.add(m);
        return m;
    }

    public Missile fire(Direction dir){
        if (!live) return null;
        int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;
        int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;
        Missile m = new Missile(x , y ,good, dir, this.tc);   //把坦克的方向传给子弹
        tc.missiles.add(m);
        return m;
    }

    public Rectangle getRect(){
        return new Rectangle(x,y, WIDTH,HEIGHT);
    }

    public boolean isLive() {
        return live;
    }

    public void setLive(boolean live) {
        this.live = live;
    }
    public boolean isGood() {
        return good;
    }

    public boolean collidesWithWall(Wall w){
        if (this.live && this.getRect().intersects(w.getRect())){
            this.stay();
            return true;
        }
        return false;
    }
    public boolean colldesWithTanks(java.util.List<Tank> tanks){
        for (int i=0; i<tanks.size(); i++){
            Tank t = tanks.get(i);
            if (this != t){
                if (this.live && t.isLive() && this.getRect().intersects(t.getRect())){
                    this.stay();
                    t.stay();
                    return true;
            }
        }

        }
        return false;
    }

    private void superFire(){
        Direction[] dirs = Direction.values();
        for (int i = 0; i<8; i++){
            tc.missiles.add(fire(dirs[i]));

        }
    }
}
